uniform mat4 matProjModelView;
uniform mat4 matModelView;

attribute vec4 InVertex;
attribute vec3 InNormal;
attribute vec2 InTexCoord0;
attribute vec2 InTexValue;

varying vec2 OutTexValue;

void main()
{ 	
	gl_Position = matProjModelView * InVertex;
	gl_TexCoord[0] = vec4(InTexCoord0*0.1,0,0);
	OutTexValue = InTexValue;
	//vec3 n = vec3(gl_ModelViewMatrix * vec4(InNormal, 0.0));
}
